animation and gameplay

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Jazzyluv2

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Nov 20, 2009
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Ive been playing more action games recently cause of the steam sales for the holidays and i have a big issue with alot of games and how they handle gameplay and animations. I may not be the only that likes immediate response from my inputs. I loathe animation sequences and delays. DMC4 is a good example. With the overly done animation, the responsiveness and more importantly, weapon canceling is gone, and slight delay in the tricksters air dash invincibility frame and responsiveness. The whole aspect of climbing up on a car in COD4 rather than just letting it do the more responsive and immediate jump animation. long animation sequences kill gameplay pacing and fluidity.

Sounds very ranty of course.

But i think many games are falling to context sensitive controls, and overly done animation sequences for even the most simple of actions. im glad that they SF4 right, and didn't break the whole game for animation sequences(as in Soul caliber 4).

i dont know why the more recent games have these overly done animation sequences, it sucks that i cant just have a damn instantaneous run to walk animation without it going through that slowdown period :/
 

Omikron009

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May 22, 2009
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I think that adding an animation to an action actually contributes to the immersion, as long as the animation is short and simple. What kind of person just immediately jumps on top of something that they should have climbed or throws a grenade while still holding their gun?
 

TheSeventhLoneWolf

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Omikron009 said:
I think that adding an animation to an action actually contributes to the immersion, as long as the animation is short and simple. What kind of person just immediately jumps on top of something that they should have climbed or throws a grenade while still holding their gun?
This person has said it all. I'd be a bit like pokemon with all of the names, attack animations and walking animations taken out. Animation helps you truely get into it.
 

Jazzyluv2

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i think the opposite, i was far more into DMC3 than DMC4 simply because every attack was swift, fluid, and responsive. I could attack, switch weapons, forward attack, and sting an elaborate set of on the fly free form combos compared to the animation stops and breakups and delays in DMC4.

the delay in aiming RE5 is so bad. you have to go with animation sequence with him slowly lifting his arm to aim. I mean seriously, why such a delay, is it trying to promote a certain type of gameplay? cause all i see from it it is low responsiveness.
 

Dark Knifer

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May 12, 2009
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I think this sums up what I think.
Omikron009 said:
I think that adding an animation to an action actually contributes to the immersion, as long as the animation is short and simple. What kind of person just immediately jumps on top of something that they should have climbed or throws a grenade while still holding their gun?
[small] I can see you being quoated alot...[/small]
 

Flour

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Mar 20, 2008
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Omikron009 said:
I think that adding an animation to an action actually contributes to the immersion, as long as the animation is short and simple. What kind of person just immediately jumps on top of something that they should have climbed or throws a grenade while still holding their gun?
Yeah, those invisible arms helping those invisible legs climb on top of something while the gun magically appears or disappears is a GREAT way of adding realism to a game...


TheSeventhLoneWolf said:
This person has said it all. I'd be a bit like pokemon with all of the names, attack animations and walking animations taken out. Animation helps you truely get into it.
Actually, it's Pokemon with those pre-fight animations removed(which is a GOOD thing). Hell, I only know of two games that had them, and they added about 2-3 seconds per pokemon to every fight. It's not a lot of time, but when you fight fifteen times in a cave then 30-45 seconds have been wasted, then there are five forced trainer battles who have two to five pokemon in the cave, and when you get out of the cave there will usually be another four random fights and up to ten trainers with up to six pokemon.

That are at least five minutes added as non-interactive filler, and that's a section between the second and third town in Pokemon Gold/Silver IIRC
 

Dr. UBAR

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Dec 24, 2008
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I definately think that interruptable animation is a must, kind of like God of War but ignore the L1 moves.
 

Flishiz

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Feb 11, 2009
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Same can go for FPSs as well (looking at you, FC2). I guess to use that game as an exsmple, I'd mention the time it takes to get out of a vehicle is way too long, especially when every armed human being in the game wants you dead.